Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Rod channels energy to heal, but excludes the giant from the Flame's healing touch.

channel: 5d6 ⇒ (6, 2, 6, 4, 1) = 19 hit points restored, should get everyone but he excludes the ogre mage


Havakhad. Init: 17. Resistance bonus +3, Haste, Bless
Janosz. Init: 15. Longstrider, Gravity Bow, Haste, Bless
Kazadar. Init: 18-. Divine Power, Fire Shield (Chill Shield), Haste, Bless
Gil. Init: 14 See Invisibility, Haste, Bless
HL4. Init 11
Selkatari. Init: 8. Haste, Bless
Ezreal. Init: 6. See Invisibility, Mirror Image, Displacement, Haste, Bless
Rodergo. Init: 5. Magic Circle Against Evil (10 ft. radius area of effect), Divine Favour, Haste, Bless
Haladon. Init: 3 Haste, Bless

Hal. I assume he benefits from Rod's channeling too, and presumably wakes up at this point.

Map updated.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

yes, Haladon should be within the burst - that's the primary reason Rod channels energy.


Haladon opens his eyes and finds himself staring at the ceiling. He slowly turns his head and sees his companions still battling the last giant.

"Surrender," he croaks quietly before repeating himself louder. "Surrender."

As he cautiously struggles to his feet, he continues. "This fight is over. Continue...and my friends and I will end your life."

"Surrender and you will be spared."

Standard: Total defense.
Move: Stand up from prone. Provokes AoO.

Havakhad


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Father Rod wrote:

Rod channels energy to heal, but excludes the giant from the Flame's healing touch.

Thanks. If that almost-hit had actually connected, it would have killed me outright.


The giant ignores Haladon's comment - if it even understood.

The giant will take advantage of the AoO to trip Hal again.
1d20 + 24 + 2 ⇒ (6) + 24 + 2 = 32 v Hal's CMD


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Havakhad's not doing much, so I guess it is my turn. 5' step to AE39 before firing on HL4. I'm using Point Blank Shot, Manyshot, Rapid Shot, and Clustered Shots and am under the effects of Haste, Bless and Gravity bow.
Attack 1: 10+20+1(PBS)+1(Bless)+1(Haste)=AC 33, damage 4d6+6+2(PBS)=20 + 5 electricity + 10 fire.
Attack 2: 12+20+1+1+1=AC 35, damage 2d6+3+1=14 + 2 electricity + 4 fire.
Attack 3: 10+14+1+1+1=AC 27, damage 2d6+3+1=10 + 3 electricity + 3 fire.
Attack 4: 13+9+1+1+1=AC 25, damage 2d6+3+1=11 + 4 electricity + 4 fire.
Attack 5 (bonus from Haste): 11+20+1+1+1=AC 34, damage 2d6+3+1=13 + 4 electricity + 6 fire.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

anyone need healing? I went through all the trouble to get up next to one of these things and only made it because they rolled super low on the trip attempt. Then it died.


Whatever else these things are, they are tough. Janosz perforates another, and still it staggers on.

Kaz, then Gil.

Map updated.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

I suspect that Haladon and Janosz are both still somewhat low on hit points.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

Kazadar places a hand on the metamagic rod (reach) at his belt, and then casts Cure Serious Wounds at Janosz.

heal: 3d8 + 11 ⇒ (4, 8, 2) + 11 = 25

without delaying the game further, i have no idea which of Janosz and Haladon appear more wounded. My guess here is that Kazadar would heal Janosz as a priority because he has fought with him longer and Haladon is a dirty Thranian who might be able to heal himself with the silly magic fire he worships.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Ha!


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Unsure if I have line of sight. I will move as necessary to provide LoS, casting defensively if necessary - I believe Gil makes it automatically for a second-level spell.

Pulling a prism from a pocket, Gil gestures and, with a word of power, the colors of her form are concentrated and focused through the prism, lancing out to hit the ogre mage. As the color surges forward, Gil disappears from view.

Spell Penetration: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26

Will DC 18 or he is blinded for one round


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Kazadar Soranath wrote:


without delaying the game further, i have no idea which of Janosz and Haladon appear more wounded. My guess here is that Kazadar would heal Janosz as a priority because he has fought with him longer and Haladon is a dirty Thranian who might be able to heal himself with the silly magic fire he worships.

Well, Haladon was unconscious for a while. I needed that CSW, though; before the last two heal-bombs, I was down to 21 of 93 hit points. Now I'm back to 56 hit points, meaning that it will take the ogre mage two blows to kill me.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116
Janosz Frogshanks wrote:
Well, Haladon was unconscious for a while.

ah, so he's had a rest.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

*snicker*


Will save 1d20 + 14 ⇒ (16) + 14 = 30

The giant blinks away Gil's spell. He then disappears.

Anyone who can See Invisibility:

Spoiler:
He has flown to the door at AJ30 and squeezed out.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

A disembodied voice from Gil's location issues forth, "He's flown to the door and squeezed out!"


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

“Then let’s follow,” suggests Rodergo, “but beware of ambush once we get outside. Havakhad! Selkatari!” he calls oftly, ducking his head around the corner. “We’re leaving!”


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

"Don't forget to stay together - the invisibility should last a bit longer if you remain in reach of each other."

Gil will move ahead, quietly and peek out the door quickly while her invisible state still holds, hoping there's none outside prepared for an invisible peeper.

Stealth: 1d20 + 11 ⇒ (7) + 11 = 18 and invisibility, of course


We can go out of initiative order now.

Gil can see a narrow alleyway leading to the left and right. Above the tower rears up another fifty or sixty feet, making it more of an urban canyon. To the left leads to the main street, to the right to a wall about six feet high, beyond which she can see only blue sky.

Nobody immediately tries to kill you.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Just to confirm, her see invisibility should still be active. I never considered this before, but does fly get special properties when cast in Sharn? Seems like there's something about Sharn that enhances flight magic.


Hmm, good point, I'll look it up but work on theory it doesn't have an appreciable effect in this combat.

With her See Invisibility, she can see the giant flying down the alley towards the main street.


Haladon picks himself off his feet once again and hurries to join his companions by the door. He takes a potion from his pack and drinks it to heal more of his injuries.

Potion of cure moderate wounds: 2d8 + 3 ⇒ (5, 1) + 3 = 9.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"Wanna stay and put out the fire? Or should we just get the hell outta here?"


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Gil groans, "The fire. We should not let it burn... We need to make sure our hosts make it to safety. I am unconvinced that they will not be attacked if they leave, however. Just because I cannot see them immediately outside the door means little. Ezreal, is there anything preventing you from taking them to a safehouse somewhere else? I guess the question becomes should we split up and who should hold onto the shards if we do."


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Rodergo looks about for more buckets of sand or anything else that can help smother the fire. "That thing can fly and turn invisible - I don't like our chances of catching it. Best just to be ready if it comes back with friends. I've got the shards for the moment - Havakhad seemed to think we had a better chance of protecting them than his people did. Not that I have any idea what we need to do with them from here, other than stopping the followers of the Dreaming Dark, the Dragon Below, and whoever those tall ugly fellows worked for from getting hold of them ..."


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

"Why not split up the shards? And we could escort them to a temple, Silver Flame or Sovereign Host, whichever is closest. One of us could arrange for their protection, surely. With us, they are in danger."


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1
Gil wrote:
I never considered this before, but does fly get special properties when cast in Sharn? Seems like there's something about Sharn that enhances flight magic.

There is, but nothing that will help any of us. The Sharn Skymage PrC is built around the manifest zone properties, and then there are two feats. Manifest flight increases your fly speed by 50% and maneuverability by one step. Improved Flight (Item Creation) does the same for speed on items you craft and grants them more uses per day, but again only when used in Sharn.

The only thing we could take advantage of is that featherfall tokens are a common one use item and if you are falling in the city you want to aim for a bridge or landing because they have permanent continuous featherfall for things that will hit them to prevent damage and death.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

I haven't opened the Sharn book in a long time. At this point nearly everything Ezreal casts in the city is worth an aggravated assault charge and fire carries additional charges due to threat to the city. Also items that cast those kind of spells are illegal. I had forgotten I used to tailor my spell list to be more city friendly when we were spending time here, although that has definitely hindered him him in the past. Haven't had a chance to prep a new set this time, though so everything is on full lethal. I did hold back on throwing fireballs in the flaming tower at least :P


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

While everyone debates their next move Ezreal strides over to one of the fallen giants and draws his dagger. He kneels down and makes a quick slash on its throat, "Yes, I could get them out of here. But where?" He leans down positioning his back toward the others, "Just give me a moment- you may not want to see this, but I found an interesting technique while reading the Analects of Mortality. The mage leans forward and begins drinking blood directly from the cut.

Blood transcription: Cone of Cold
Drink 1 pint of blood from a spell caster, gain knowledge of one of its spells for 24 hours. Not castable, but can be copied into a spellbook until the 24 hours expires.


Wow, gross - when did you learn that? And they aren't spells, as such, but spell-like abilities.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Hehe. Yeah I've been holding onto it for a long while, but hadn't prepped it until recently. Was thinking Ezreal is going a little colder, a little more nationalist, and a little more necromantic as a reaction to the Rolund / Haladon revelation.
Well I hadn't considered that because I thought that spell like abilities general counted as spells, but it seems like the forum agrees that it must be spells only. So I get to offend everyone for no particular good reason this time. I'd guess he hasn't fully understood the method yet.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"Um... Y'know, you gotta eat the heart if you wanna absorb your foe's spirit. Drinking that much blood will just give you flatulence." Janosz looks a little embarrassed. "Or, uh, so I've been told."


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

"I would think a Karrn would know how to handle his blood-drinking habit, already," Kazadar half-jokes with the Marcher with unease.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Gil maintains a watch while the others talk, expecting a new attack any minute.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

“Hrrmm,” Rodergo wrinkles his brow at Ezreal’s blood drinking but makes no further comment.

“Havakhad, what’s your opinion on how the shards should be kept or protected?” he calls to the old kalashtar as he throws more sand onto the flames.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"Eating the flesh of your enemies is no joke, dwarf. You want to get it right. Otherwise, it just dolgrim pastimes and ghoulish parlour tricks. And, in all seriousness, who needs that?"


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Ezreal wipes his mouth with the back of his hand and rises with a sour expression. "We need to move. Only a well defended temple would make sense and the Worshippers of the Flame are significantly more militant the the Host. Or House Deneith where we could contract protection. Alternatively our embassy which the Inspired might find it problematic to attack. Split the shards or together?"


The flames crackle and smoke is beginning to fill the hall.

A bit of sand won't really cut it. If you want to put the fire out you will need a serious amount of water, which will probably involve magic. Otherwise this place will be unhealthy in a minute or so. So you need to make a decision and roll.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

You mentioned before that water wouldn't do it because it was an oil based fire. Either way I used my summon slot, so we don't have any effective amount available.
Time to flee.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

i've got nothing. Of my spells, the only thing i could think of would be stone shape to seal the air off, which sounds unlikely at best.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

*cough*cough*

"Alright, this isn't working, let's talk about it outside."


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

"Isn't there some sort of disaster control force in this city?"


There is, although their effectiveness is questionable.

Which way are you all going?


“Before we go outside,” Haladon interrupts. “Havakhad, is there anything we can do to help save your enclave? What I mean is there anything of value inside that we can help save from the flames?”

Regardless if there is anything to save or not, afterwards outside…

“It might be best to split the shards. Ezreal should take one of them to the Karrn embassy. Father Rodergo and I will take another with us to Rattlebones. And I believe Havakhad can take the last shard.”

“Is there any magics you can do to conceal the shards?” Haladon asks the spellcasters.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

"Having rescued these from a lich, why would we then take them to the Karrns? And what is Rattlebones?"


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

"There is a shrine to the Flame there," answers Rodergo, scratching his chin. "But things did not go well last time this group sheltered something there - Brother Erfan and that girl were killed by Gelb and his associates if you recall? While splitting the shards may give them a measure of safety I think perhaps our group is best placed to protect at least one of them, don't you think?"


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

"I agree. I agree also that the Host may not be of militant-enough bent to protect a shard. Not sure I'd put it in the Karrn Embassy."


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

A disembodied voice chimes in, "I'm not sure of anything other than we need to move! The longer we dally, the more time they have to prepare for intercepting us! Pick somewhere, let's go."

Gil moves out of the doorway, still invisible with see invisible active, and moves toward the wall blocking the passage in one direction, half-expecting a troupe of ogre magi to fly over it at any moment.

If she can, she will pull herself up enough to peer over the wall to see if anything lays in wait.

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